ESCProjectSettingsManager
Extends: Resource
Description
Registers and allows access to Escoria-specific project settings.
Constants
DEFAULT_DIALOG_TYPE
const DEFAULT_DIALOG_TYPE = "escoria/ui/default_dialog_type"
Path to the default dialog type setting.
DEFAULT_TRANSITION
const DEFAULT_TRANSITION = "escoria/ui/default_transition"
Path to the default transition setting.
DIALOG_MANAGERS
const DIALOG_MANAGERS = "escoria/ui/dialog_managers"
Path to the dialog managers setting.
GAME_SCENE
const GAME_SCENE = "escoria/ui/game_scene"
Path to the game scene setting.
INVENTORY_ITEM_SIZE
const INVENTORY_ITEM_SIZE = "escoria/ui/inventory_item_size"
Path to the inventory item size setting.
INVENTORY_ITEMS_PATH
const INVENTORY_ITEMS_PATH = "escoria/ui/inventory_items_path"
Path to the inventory items path setting.
TRANSITION_PATHS
const TRANSITION_PATHS = "escoria/ui/transition_paths"
Path to the transition paths setting.
COMMAND_DIRECTORIES
const COMMAND_DIRECTORIES = "escoria/main/command_directories"
Path to the command directories setting.
FORCE_QUIT
const FORCE_QUIT = "escoria/main/force_quit"
Path to the force quit setting.
GAME_MIGRATION_PATH
const GAME_MIGRATION_PATH = "escoria/main/game_migration_path"
Path to the game migration path setting.
GAME_VERSION
const GAME_VERSION = "escoria/main/game_version"
Path to the game version setting.
GAME_START_SCRIPT
const GAME_START_SCRIPT = "escoria/main/game_start_script"
Path to the game start script setting.
ACTION_DEFAULT_SCRIPT
const ACTION_DEFAULT_SCRIPT = "escoria/main/action_default_script"
Path to the action default script setting.
SAVEGAMES_PATH
const SAVEGAMES_PATH = "escoria/main/savegames_path"
Path to the savegames path setting.
SETTINGS_PATH
const SETTINGS_PATH = "escoria/main/settings_path"
Path to the settings path setting.
TEXT_LANG
const TEXT_LANG = "escoria/main/text_lang"
Path to the text language setting.
VOICE_LANG
const VOICE_LANG = "escoria/main/voice_lang"
Path to the voice language setting.
CRASH_MESSAGE
const CRASH_MESSAGE = "escoria/debug/crash_message"
Path to the crash message setting.
DEVELOPMENT_LANG
const DEVELOPMENT_LANG = "escoria/debug/development_lang"
Path to the development language setting.
ENABLE_ROOM_SELECTOR
const ENABLE_ROOM_SELECTOR = "escoria/debug/enable_room_selector"
If enabled, displays the room selection box for quick room change
LOG_FILE_PATH
const LOG_FILE_PATH = "escoria/debug/log_file_path"
Path to the log file path setting.
LOG_LEVEL
const LOG_LEVEL = "escoria/debug/log_level"
Path to the log level setting.
ROOM_SELECTOR_ROOM_DIR
const ROOM_SELECTOR_ROOM_DIR = "escoria/debug/room_selector_room_dir"
Path to the room selector room directory setting.
TERMINATE_ON_ERRORS
const TERMINATE_ON_ERRORS = "escoria/debug/terminate_on_errors"
Path to the terminate on errors setting.
TERMINATE_ON_WARNINGS
const TERMINATE_ON_WARNINGS = "escoria/debug/terminate_on_warnings"
Path to the terminate on warnings setting.
ENABLE_HOVER_STACK_VIEWER
const ENABLE_HOVER_STACK_VIEWER = "escoria/debug/enable_hover_stack_viewer"
If enabled, displays the hover stack on screen
PERFORM_SCRIPT_ANALYSIS_AT_RUNTIME
const PERFORM_SCRIPT_ANALYSIS_AT_RUNTIME = "escoria/debug/perform_script_analysis_at_runtime"
If enabled, performs analysis of scripts while the game is running. Used to help find potential issues at runtime.
MASTER_VOLUME
const MASTER_VOLUME = "escoria/sound/master_volume"
Path to the master volume setting.
MUSIC_VOLUME
const MUSIC_VOLUME = "escoria/sound/music_volume"
Path to the music volume setting.
SFX_VOLUME
const SFX_VOLUME = "escoria/sound/sfx_volume"
Path to the sfx volume setting.
SPEECH_ENABLED
const SPEECH_ENABLED = "escoria/sound/speech_enabled"
Path to the speech enabled setting.
SPEECH_EXTENSION
const SPEECH_EXTENSION = "escoria/sound/speech_extension"
Path to the speech extension setting.
SPEECH_FOLDER
const SPEECH_FOLDER = "escoria/sound/speech_folder"
Path to the speech folder setting.
SPEECH_VOLUME
const SPEECH_VOLUME = "escoria/sound/speech_volume"
Path to the speech volume setting.
AMBIENT_VOLUME
const AMBIENT_VOLUME = "escoria/sound/ambient_volume"
Path to the ambient volume setting.
SKIP_CACHE
const SKIP_CACHE = "escoria/platform/skip_cache"
Path to the skip cache setting.
SKIP_CACHE_MOBILE
const SKIP_CACHE_MOBILE = "escoria/platform/skip_cache.mobile"
Path to the skip cache mobile setting.
DISPLAY
const DISPLAY = "display"
Godot Windows project settings root.
WINDOW
const WINDOW = "window"
SIZE
const SIZE = "size"
WINDOW_MODE
const WINDOW_MODE = "display/window/size/mode"
Path to the window mode setting.
FULLSCREEN
const FULLSCREEN = "display/window/size/fullscreen"
Path to the fullscreen setting.
Methods
register_setting
func register_setting(name: String, default_value: Variant, info: Dictionary) -> void
Register a new project setting if it hasn’t been defined already
Parameters
Name |
Type |
Description |
Required? |
|---|---|---|---|
name |
|
Fully qualified Project Settings key to register. |
yes |
default_value |
|
Default value |
yes |
info |
|
Property info for the setting |
yes |
Returns
Returns nothing.
remove_setting
func remove_setting(name: String) -> void
Removes the specified project setting.
Parameters
Name |
Type |
Description |
Required? |
|---|---|---|---|
name |
|
Fully qualified Project Settings key to remove. |
yes |
Returns
Returns nothing.
get_setting
func get_setting(key: String) -> Variant
Retrieves the specified project setting.
Parameters
Name |
Type |
Description |
Required? |
|---|---|---|---|
key |
|
Project setting name. |
yes |
Returns
Returns the value of the project setting located with key. (Variant)
set_setting
func set_setting(key: String, value: Variant) -> void
Sets the specified project setting to the provided value.
Parameters
Name |
Type |
Description |
Required? |
|---|---|---|---|
key |
|
Project setting name. |
yes |
value |
|
Project setting value. |
yes |
Returns
Returns nothing.
has_setting
func has_setting(key: String) -> bool
Simple wrapper for consistency’s sake.
Parameters
Name |
Type |
Description |
Required? |
|---|---|---|---|
key |
|
Project setting name. |
yes |
Returns
Returns true iff the project setting exists. (bool)